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Re: Map assessment and pathing enhancements
Posted: Tue Nov 21, 2023 7:53 am
by evilgrins
I love edits of the face map, I've got a tonnage of them... but this one is a little different.
Overall assessment is warranted, but there are some specific points of interest.
1 particular up top defense point needs work:
Never see the guy up there shoot down at anyone, and I'm not entirely sure it's due to not being close enough to the edge so much as...
...he's facing the wrong way.
Bases are diagonal from each other, not straight across so that's not good.
Bots get hung up a lot on that little step into the side-bases.
(map has 4 towers, 2 teams and 2 neutral)
I was kind of hoping you could setup the UTDMT with monster pathing...
...so they can pace back & forth, although that wouldn't help if they climbed anything as they don't go downhill too well.
Re: Map assessment and pathing enhancements
Posted: Tue Nov 21, 2023 9:21 am
by Nelsona
Paths for Monsters are easy to do. The thing that needs to be in account is that a TITAN won't jump and chances to get over a ledge are very small. A path that recommends a "jump" clearly will drop a Titan from routing process because... it won't make it. If a weapon fired is throwing Pawn away, that's not a pathing related event, it's just a game occurrence. I'll look what is about.
Edit: Something it's clear to me. In the place where Bot has problems it's an engine deal, un-climbable surfaces are not walls for engine but some planes whatever, Bot often has problems in such cases. Paths are doable using helpers non navigation actors - still can be random problems.
Re: Map assessment and pathing enhancements
Posted: Thu Nov 30, 2023 12:31 pm
by Nelsona
Take a look at this one... See if anything must be changed.
Sorry for delay, I was working/testing a MH thing...
Re: Map assessment and pathing enhancements
Posted: Sat Dec 02, 2023 3:28 am
by evilgrins
Nelsona wrote: ↑Thu Nov 30, 2023 12:31 pmSorry for delay, I was working/testing a MH thing...
No worries, I actually popped on to see status.
After I sent it to you I spent a week taking care of my mom... so I wasn't really around.
*testing*
Okay, play great but there's 1 lil' problem.
I assume whoever took the towers from Facing Worlds simply moved them to this map and copied them, so it's likely they ALL have defense points on top... but the 2 middle towers don't have flags so there's no reason to defend them.
Wanted bots to be able to access them as there's weapons in them.
Only the corner towers have flags, so they should also be the only ones with defense points.
Re: Map assessment and pathing enhancements
Posted: Sat Dec 02, 2023 8:47 am
by Nelsona
Cough, you could say this before, I was thinking that those defenses are a nonsense since one was red, other was blue in the same place. What would be activity when two defenders would go there ? - Both of these towers were having 2 types of defense Red and Blue.
Let me remove these - without to change paths, just removing data normally.
Done...
Re: Map assessment and pathing enhancements
Posted: Tue Dec 19, 2023 6:35 pm
by evilgrins
Okay, a lot to unpack here and with XMAS coming up there's no rush on this.
This would be the map:
https://unrealarchive.org/maps/unreal-t ... d50e0.html
Assess away!
On a previous edit you made weapon pickups which rotated, that it wasn't always the same weapon when you went to pick them up. As this map has NO pickups at all, was hoping you could institute that.
Pathing seems non-existent, bots don't much move from where they spawn in unless they see bots from the other team.
Re: Map assessment and pathing enhancements
Posted: Wed Dec 20, 2023 8:00 pm
by Nelsona
evilgrins wrote: ↑Tue Dec 19, 2023 6:35 pm
On a previous edit you made weapon pickups which rotated, that it wasn't always the same weapon when you went to pick them up.
Sometimes I need a reminder what was about because... I did a lot of things over time and... obviously I forgot some of them.
Paths here... Not hard to do, clearly flags have to be relocated because they were moved in a bad way.
Re: Map assessment and pathing enhancements
Posted: Thu Dec 21, 2023 10:51 pm
by evilgrins
Nelsona wrote: ↑Wed Dec 20, 2023 8:00 pmI need a reminder what was about because...
I'll try and track that down and get back to you.
15 minutes later: Found it!
https://ut99.org/viewtopic.php?t=12571&start=90
Map at the top there.
Specifically...
sektor2111 wrote: ↑Fri Jul 03, 2020 2:19 pm
Weapons aren't the biggest ever problem... In fact weapons I think can be randomized.
...that part.
Re: Map assessment and pathing enhancements
Posted: Fri Dec 22, 2023 3:34 pm
by Nelsona
Ah yes, now I remember it, of course there is something done in a different pathing format because... there are custom "InventorySpots", not hard to do but it needs a bit of attention.
Re: Map assessment and pathing enhancements
Posted: Sun Dec 24, 2023 3:35 pm
by Nelsona
Done ?
Let me know.
This is a custom work - pushing "build" button breaks customized actors. You might adjust things if you are aware about technical execution.